using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Windows.Forms;
using SimpleGame.GameObjects.Particles;
using SimpleGameData.GameObjects.Particles;
using SimpleGameData.MinMax;
using SimpleGame.Utils;

namespace EditorGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;

        private Dictionary<string, Texture2D> textures;

        private Emitter emitter;

        public Dictionary<string, Texture2D> Textures
        {
            get { return textures; }
        }

        public Emitter Emitter
        {
            get { return emitter; }
        }

        public Form Form
        {
            get { return Form.FromHandle(Window.Handle) as Form; }
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            textures = new Dictionary<string, Texture2D>();
        }

        public void SetAspectRatio(Rectangle rectangle)
        {
            graphics.PreferredBackBufferWidth = rectangle.Right;
            graphics.PreferredBackBufferHeight = rectangle.Bottom;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            CreateEmitter();
        }

        /// <summary>
        /// Create the emitterData object of the Emitter and fill it with data
        /// </summary>
        private void CreateEmitter()
        {
            EmitterData emitterData = new EmitterData();

            ResetEmitterData(emitterData);

            emitter = new Emitter();
            emitter.EmitterData = emitterData;
            emitter.AddParticles(emitterData.ParticleCount);
        }

        /// <summary>
        /// Reset the emitter data to it's standard values
        /// </summary>
        /// <param name="emitterData">the emitter data to be reset</param>
        public void ResetEmitterData(EmitterData emitterData)
        {
            emitterData.Texture = Content.Load<Texture2D>(@"particle/circle");
            emitterData.ParticleCount = 100;
            emitterData.ParticleMaxSpawnCount = 1;
            float x = 250;
            float y = 250;
            emitterData.EmitterPosition = new Vector2(x, y);
            emitterData.IsRotationDirectionRandom = false;
            emitterData.IsRotationClockwise = true;
            emitterData.EmissionAngle = new MinMaxFloat(0f, 360f);
            emitterData.LifeMinMax = new MinMaxFloat(1f, 3f);
            emitterData.VelocityMinMax = new MinMaxFloat(100f);
            emitterData.AccelerationMinMax = new MinMaxFloat(0f);
            emitterData.RotationMinMax = new MinMaxFloat(0f);
            emitterData.RotationSpeedMinMax = new MinMaxFloat(0f);
            emitterData.ScaleMinMax = new MinMaxFloat(1f);
            emitterData.ScaleShiftMinMax = new MinMaxFloat(0f);
            emitterData.ColorRedStartMinMax = new MinMaxFloat(255f);
            emitterData.ColorRedEndMinMax = new MinMaxFloat(255f);
            emitterData.ColorGreenStartMinMax = new MinMaxFloat(255f);
            emitterData.ColorGreenEndMinMax = new MinMaxFloat(255f);
            emitterData.ColorBlueStartMinMax = new MinMaxFloat(255f);
            emitterData.ColorBlueEndMinMax = new MinMaxFloat(255f);
            emitterData.AlphaValueStartMinMax = new MinMaxFloat(255f);
            emitterData.AlphaValueEndMinMax = new MinMaxFloat(255f);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            emitter.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);

            emitter.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
